Multi-player board game

ABSTRACT

A multi-player board game includes six sets of 16 indexed playing elements or disks in each set, a board having six sectors, three regular dice, and one rule die. Each disk is flat at one side and has a certain sign on one side, common to all the indexed disks. Each sector includes six sequential sites for the indexed disks. Each of the regular dice has 1-6 numerals on their respective faces. The numerals determine a site for receiving an indexed disk, or a number of moves of an indexed disk between sites. The rule die cube has a data item on five of its faces. The data items are different from each other, and three of them include no numerals. Each data item communicates a certain playing rule. Each sector has a designated site for establishing a certain playing rule for playing disks received in the designated site. Each regular dice cube has 1-6 numerals. The game includes six indexed bags, and respective colors index the playing elements and the indexed bags. The invention includes both a box version and a computerized network version. In the network version, a server communicates with smartphones operated by the players.

CROSS REFERENCE

The application claims the priority rights of U.S. provisional application No. 62/834,411 entitled “Multi-player board game” filed by the present inventor in Apr. 16, 2019.

BACKGROUND OF THE INVENTION Field of the Invention

The invention is in the field of multi-player board game like chess, backgammon, monopoly, etc, which may be played both as a box game and as a network game. The box version is played on the real world whereas human players meet at a certain place and use real board and game parts to play and interact. The network games are played by, possibly, players residing apart at any distance using a central server and smartphones of the respective players, which interact over a network.

BACKGROUND

Backgammon is a popular and ancient board game for two players. In the past, two utility patents were granted to a variation of backgammon for four players. U.S. Pat. No. 4,059,319 to Thomas and Thomas discloses “Backgammon game board for the simultaneous play of four players. The game board is divided by transverse and longitudinal line to provide eight boards, each board including six points, said boards being symmetrically disposed about a central playing area. The central playing area contains selectively eight, 10 or 12 playing points through which each player must move his playing pieces from his two outer boards to his two inner boards. The eight boards contain 48 playing points which may be color coded in a manner corresponding to the color coding of the playing pieces so as to identify the flow of each player's playing pieces.”

U.S. Pat. No. 4,854,593 to Riley and Riley discloses “A four player backgammon game board in which the game board is designed to have six points of alternating colors located at the middle of each side of a four-sided square game board providing twenty-four total points on the game board. Four players are provided with optimally nine stones of a color different than the other players to use on the game board. Each player's outer table, inner table, and direction of play is determined by color coding the game board with bands and arrows. There are three different color-coded variations of the basic game board using colors corresponding to the colored stones of the players. At the beginning of each game, each player is required to enter his stones on to his respective color-coded outer table according to the roll of two dice.”

The current disclosure presents a novel board game for 2-6 players enabling a vivid interaction between the players in a way much different from all prior art games.

BRIEF SUMMARY OF THE INVENTION

It is disclosed a game apparatus which includes at least three sets of indexed playing elements, disks for example, a board having at least six sectors arranged sequentially, at least three regular dice, and at least one rule die cube. Each set includes at least three playing elements having the same index. Each playing element is flat at one side and has a certain sign on one side. The certain sign is the same for the indexed playing elements of all the sets.

Each sector includes at least six sequential sites for receiving the indexed playing elements. The sites and elements enable moving from a one site to another.

Each of the regular dice has 1-6 numerals on their respective faces. The numerals determine a site for receiving an indexed playing element, or a number of moves of an indexed playing element between sites.

The rule die cube has a data item on at least five of its faces. The data items are different from each other, and at least two of the data items include no numerals. Each data item communicates at least one playing rule.

In some embodiments, each sector has two or less sites designated the same in most of the sectors, the designation communicates a certain playing rule for playing elements received in the designated site. Preferably, five consecutive sites separate two adjacent designated sites.

In some embodiments, the apparatus includes six sets of indexed playing elements.

In some embodiments, each of the six sets set includes 16 playing elements having the same index. Each playing element of the 16 playing elements is substantially flat at one side and has the certain sign on one side. The certain sign is the same for all the indexed playing elements.

In some embodiments, the board includes six sectors, each having six sites.

In some embodiments, the apparatus includes three dice cubes having 1-6 numerals. Preferably, the dice have 1-6 dots on respective faces.

In some embodiments, the rule die having three data items which include no numerals.

In some embodiments, the apparatus includes six indexed bags for the respective sets of indexed playing elements. Preferably, respective colors index the playing elements and the indexed bags.

It is disclosed a method for a computerized server controlling the above-mentioned multi-player board game played by players using respective devices which communicate with the server. The method includes a step of inviting the players to use their devices to negotiate certain parameters of a planned game session, like a number of indexed playing elements allocated to a player in the beginning of the session. The method also includes a step of interacting with the devices for controlling the negotiation, a step of storing and updating a status of an active game session, and a step of sharing content of the status with the devices. The method also includes a step of signaling to a device that an associated player is invited to play in turn, a step of receiving data on player actions from a device associated with the player, and a step of checking legality of player actions in accordance with score of the three regular dice, in accordance with a data item obtained by a raffle of the rule die, and in accordance with playing rules compatible with the negotiated parameters. The method also includes a step of updating status of the active game session in accordance with legal player actions, measuring elapsed time since the signaling of a device that an associated player is invited to play in turn, and a step of controlling the active game session according to the measured elapsed time.

In some embodiments, the method includes a step of controlling communications with the computerized devices, a step of identifying lack of communications with a certain device, and a step of declaring a player associated with a disconnected device as being out of play in accordance with pre-determined rules.

In some embodiments, the method includes the step of applying a dice score algorithm and a rule die raffle.

In some embodiments, the method includes the step of receiving dice score and a data item of a rule die from a device.

In some embodiments, the method includes the step of storing the parameters of the planned game session as determined in the negotiation.

In some embodiments, wherein the method includes the step of notifying devices on illegality of received player actions.

In some embodiments, wherein one of the certain parameters is a moving direction on the board.

It is disclosed a method of a computerized device operated by a player of a multi-player board game. The device communicates with a central computerized server and having a screen for presenting a board having six sectors arranged sequentially, six sites at each sector for receiving indexed playing elements, six sets of indexed playing elements, three regular dice, and a rule die having five data items on its faces, whereas the data items determine respective playing rules. The method includes a step of negotiating certain parameters of a planned game session, the step of receiving a signal from the server to play in turn, a step of receiving an update of a status from the server and a step of updating the screen to exhibit the status. The method also includes a step of sensing player actions, a step of submitting data associated with the player actions to the server, a step of getting server notification regarding illegal player actions and a consequent step of presenting an appropriate notification to the player.

In some embodiments, upon receiving player actions, the method includes checking their legality, and interacting with the player in case they found illegal.

BRIEF DESCRIPTION OF THE DRAWINGS

The subject matter regarded as the invention is particularly pointed out and distinctly claimed in the concluding portion of the specification. The invention, however, both as to system organization and method of operation, together with features and advantages thereof, may best be understood by reference to the following detailed description when read with the accompanied drawings in which:

FIG. 1 depicts apparatus of a multi-player board game in accordance with a preferred embodiment.

FIG. 2a shows six indexed playing element or disks and a shield sign(enlarged).

FIG. 2b presents three regular dice and one rule die.

FIG. 2c shows six typical faces of the rule die of FIG. 2 b.

FIG. 3 depicts the board of FIG. 1.

FIG. 4 is a block diagram of a computerized system for a multi-player board game which includes a server and several player devices in accordance with a preferred embodiment.

FIG. 5 is a flow chart of a method for the server of FIG. 4.

FIG. 6 is a flow chart of a method for a player device of FIG. 4.

DETAILED DESCRIPTION OF THE INVENTION

The present invention will now be described in terms of specific example embodiments. It is to be understood that the invention is not limited to the example embodiments disclosed. It should also be understood that not every feature of the methods and systems handling the described game is necessary to implement the invention as claimed in any particular one of the appended claims. Various elements and features of devices are described to fully enable the invention. It should also be understood that throughout this disclosure, where a method is shown or described, the steps of the method may be performed in any order or simultaneously, unless it is clear from the context that one step depends on another being performed first.

Before explaining several embodiments of the invention in detail, it is to be understood that the invention is not limited in its application to the details of construction and the arrangement of the components set forth in the following description or illustrated in the drawings. The invention is capable of other embodiments or of being practiced or carried out in various ways. Also, it is to be understood that the phraseology and terminology employed herein is for the purpose of description and should not be regarded as limiting.

Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The systems, methods, and examples provided herein are illustrative only and not intended to be limiting.

In the description and claims of the present application, each of the verbs “comprise”, “include” and “have”, and conjugates thereof, are used to indicate that the object or objects of the verb are not necessarily a complete listing of members, components, elements or parts of the subject or subjects of the verb.

The disclosed invention is an elaborated backgammon game which may be played by up to six player and its apparatus includes novel parts and special features. First, a box game embodiment is described, including game apparatus and exemplary playing rules. The novel parts and special features enable to play the game in accordance with the exemplary playing rules. Secondly, a network game embodiment is described for several players located apart from each other.

A Multi-Player Box Game Embodiment (FIG. 1, FIG. 2 a, FIG. 2 b, FIG. 2 c, FIG. 3)

FIGS. 1 and 2 a, 2 b and 2 c depict apparatus 2 of an exemplary multi-player board game. The game apparatus includes a board 5 that has six sectors, 10-1, 10-2, 10-3, 10-4, 10-5, and 10-6, arranged sequentially as shown in FIG. 3. Each sector includes six sequential sites 11 for receiving indexed disks. The sites 11 enable moving playing disks from a first site 11 to another site 11.

Each sector has a site 12 (hereafter portal) designated the same in all the sectors, by a grey color for example. The designation communicates a certain playing rule for indexed disks received in a portal 12. A series 14 of five consecutive sites 11 separate two adjacent portals 12, as shown in FIG. 3.

Six sets of indexed disks, 15-1, 15-2,15-3,15-4,15-5, and 15-6, may be located on a table (not shown) around board 5, as respective banks for the use of six players 150, for example. Each of these sets may include 16 indexed disks, designated respectively by 17-1, 17-2,17-3, 17-4, 17-5, and 17-6 of FIG. 1 and of FIG. 2a . In addition to the shown exemplary textures, indexing may be achieved using colors, yellow, green, black, blue, red and white, for example.

Each indexed disk has a shield sign 18 on one side, common for the indexed disks 17-1, 17-2,17-3, 17-4, 17-5, and 17-6 of the respective sets 15-1, 15-2, 15-3, 15-4, 15-5, and 15-6.

A set 20 of four dice is disposed on the board 5. The set 20 includes three regular dice 25, and a rule die cube 30, as shown in FIG. 2 b. Each of the regular dice 25 has 1-6 numerals on their respective faces. The numerals determine a site 11 for receiving an indexed playing element, or a number of moves of an indexed disk between sites 11. In the example of FIG. 2 b, the regular dice have 1-6 dots on respective faces.

The rule die cube has data items 35-1, 36-2, 35-3, 35-4, 35-5, and 35-6 on its faces, as presented in FIG. 2c . The data items are different from each other, and four data items 35-3, 35-4, 35-5, and 35-6 include no numerals. Each data item may communicate entry into effect of a playing rule, as detailed below in the playing rules section.

FIG. 1 also shows six indexed bags 40-1, 40-1, 40-2, 40-3, 40-4, 40-5, and 40-6 for receiving the indexed disks players 150 get in a game session. In the example of FIG. 1, the same exemplary textures index the indexed disks and the indexed bags associated with the players 150.

Exemplary General Rules

-   -   1. Initially, each certain player 150 has in a respective bank a         number of indexed disks associated with the certain player 150.         The players 150 agree together on the number, selected from the         following list: 3,6,9,12,15. Note that the game session duration         increases with the increase of the selected number.     -   2. The spare disks are placed in a separate place such that they         are not involved in an active game session by a mistake.     -   3. The players 150 also decide on the moving direction,         counterclockwise in the example of FIG. 3 and in the following         rules description, or clockwise.     -   4. In accordance with game rules described below, each player         150 in turn, places her/his disks in the start sector 10-1 and         moves them counterclockwise along the sequential sites and         sectors until they emerge out of the last sector 10-6. Then, the         indexed disks are placed into the player's bag, 40-1, 40-2,         40-3, 40-4, 40-5, or 40-6.     -   5. In accordance with playing rules detailed below, a player 150         may capture (hereafter eat) disks of other players 150 and place         them in her/his bag.     -   6. Once there are no indexed disks in any bank and any sector,         the game is over. Every player counts the disks in his bag, and         the winner is the player having maximal number of disks. In case         of several players having the same maximal number of disks, each         of these players 150 throws a regular die 25 and the winner is         the player 150 having the maximal score on her/his die 25.

Exemplary Moving and Catching Rules

-   -   7. The starting player 150 is determined by an all players         raffle, whereas each player throws a regular die 25 and the         starting player 150 is the player having a maximal score. In         case of even maximal score for two or more players 150, the         involved players throw dice again. After the starting player         150, the playing order follows a sitting order in a         counterclockwise direction, for example.     -   8. In his turn, an active player 150 throws the rule die 30 and         the three dice 25. The result of the special rule die affects         the game rules as detailed below. The scores of the three         regular dice 25 determine the moving steps that the player 150         may execute. The player 150 decides whether to execute one, two         or three steps, and whether to apply the steps on a single         indexed disk or on two or three indexed disks. The available         steps include a first required step which may be repeated, and         two optional steps that may be executed once the first required         step had been executed, as follows:         -   A. A first required step: taking an indexed disk from the             player's bank to a site 11 in sector 10-1 in accordance with             the score, namely, to the first site whenever the score is             1, to the third site whenever the score is 3, etc.         -   B. Optional step: moving an indexed disk from a site 11 in             the board in the moving direction by the number of sites of             the score.         -   C. Optional step: moving an indexed disk from sector 10-6             out of the board and into the player's bag.     -   9. Whenever the number of a player's indexed disks at a certain         site 11 becomes at least two, the site 11 is declared a home for         this player.     -   10. An active player 150 may move her/his indexed disk to a site         11 having already a single indexed disk of another player 150.         In this case, the active player 150 eats the single indexed disk         and puts it in her/his bag.     -   11. An active player 150 may move her/his disk to a site that is         a home for another player. In such a case, however, the active         player 150 is prohibited from eating the indexed disks of the         other player.     -   12. A site may become a home of more than one player 150, in         contrary to a known rule in classical backgammon that prevent a         site from being home for more than a single player.     -   13. In case that after playing her/his turn, only one player 150         has indexed disks on board, the player 150 selects one indexed         disk as a contribution to any of the players 150 including         himself The contributed indexed disk goes to a winner's bag in         accordance with the result of an all players raffle.

Exemplary Portal Rules

-   -   14. The portals 12 are numbered sequentially by 1-6, starting by         1 for the portal 12 of sector 10-1 in the moving direction, etc.         A portal 12 may be active or inactive in relation to a certain         player.     -   15. A certain portal 12 becomes active in relation to a certain         player 150 whenever the certain player 150 has at least three of         her/his indexed disks on the certain portal 12.     -   16. A player 150 having an active portal 12 may, but not ought,         to draw one die immediately after playing her/his turn. Then,         the player moves all the indexed disks in all her/his active         portals 12 to the portal having the number of the score.     -   17. In case that the player 150 missed her/his chance to execute         rule 16, the player 150 waits to next turn for another chance to         apply rule 16.

Exemplary Special Rule Die

-   -   18. Data items 35-1, 36-2, 35-3, 35-4, 35-5, and 35-6 on the         faces of the rule die 30 include 123, X2, shield, star, reverse         direction, and blank, respectively, as shown in FIG. 2c . A data         item obtained upon drawing the set of dice 20 determines a         playing rule. In case that not all the three scores of the three         dice 25 are identical, the applied playing rule is:

The data Face item The playing rule 35-1 123 1, 2, 3 replace the obtained scores. 35-2 X2 The obtained scores may be played once or twice, 2, 2, 4, 4, 5, 5 instead of 2, 4, 5 for example. 35-3 Shield The player reverses all his single disks to their shield side. Consequently, the other players are not able to eat his single disks. Once the player gets a new turn, she/he flips the single disks to their regular non- shielded state. 35-4 Reverse The player may use every score, separately, in the direction clockwise or counterclockwise moving direction. 35-5 Star After playing his turn, the player selects one of his board disks for an all players raffle, whereas the winner gets the disk. 35-6 blank No change of rules 1-17.

-   -   19. In case that the scores of the three dice 25 are identical,         the rule die 30 determines the number of available steps with         the identical score, as follows:

Face The data item Number of steps 35-1 123 1-3 35-2 X2 1-9 35-3 Shield 1-6 35-4 Reverse direction 35-5 Star 35-6 blank

Other Embodiments of a Box Game

The box game is not limited to the above description and may be implemented in additional ways, as detailed for example only in the following partial list of variations:

-   -   i. The indexed playing elements should have at least two sides,         a first side with a shield sign and at least one side with an         index sign like color, texture or graphical sign. Therefore, the         upper side is either the shield sign or the common sign. For         example, the element might be shaped as a box or a cube.     -   ii. The number of disk sets and player bags may be 2, 3, 4, 5,         6, or 7.     -   iii. The number of disks in each set may be 3, 4, 5, 6, 7, 8, 9,         10, 11, 12, 13, 14, 15, 16, 17, 18 or more.     -   iv. The number of sectors may be 5, 6, 7, 8 or more.     -   v. The number of sites in each sector may be 4, 5, 6, 7, 8, 9,         10, 11, 12 or more.     -   vi. A container different from bag like a box, a basket, and a         bowl, may be used as well. Also, the container may be         dimensionally fitted for the playing element. For example, an         open box having an internal base of 4.2×4.2 cm² may fit well         cube elements of 2×2×2 cm³.

A Computerized Multi-Player Game Embodiment (FIG. 4, FIG. 5, FIG. 6)

The multi-player game of FIGS. 1-3 may be implemented also as a computerized game played over a network system 100 as depicted in FIG. 4. The block diagram of FIG. 4 includes a server 105 and six player devices or smartphones 135 operated by associated players 150.

Server 105 may be a cloud server, a desktop, a laptop, or a smartphone of one of the players 150 which serves both as server 105 and a player device 135. The network may be the internet, may based on WiFi communications protocol, or based on BlueTooth protocol or other networking method available in the market.

Server 105 includes a processor 110, a playing rules database 115, a status database 120 and a device interface 125. Several smartphones 135, six smartphones in the example of FIG. 4, interact with server 105 via the device interface 125. Each smartphone 135 is operated by an associated player 150.

A smartphone 135 has a server interface 160, an interface control 165 and a player interface 170. The player interface 170 is operated by the interface control 165 and it interacts with the player 150 using a touch screen 180 and possibly also by an audio interface 182.

Initially, players 150 log in server 105 by an application installed in their smartphone 135, express their will to play the game, and thus enter a waiting list. Once there are three or more players 150 in the waiting list, a game may be initiated. The players 150 interact with the server and between themselves via the server 105 and negotiate such as to agree upon certain parameters of the game, like the number of indexed disks 17-1, 17-2, 17-3, 17-4, 17-5, and 17-6, and the moving direction, clockwise or counterclockwise. Then, the server 105 declares that the game starts and determines who is the starting player 150.

The playing rules imposed on the players 150 by the smartphones 135 and by the server 105 may be the exemplary playing rules of the box embodiment as aforementioned, with the necessary variations for compatibility with a computerized game. For example only, rather than throwing dice 25 and 30 on a table to get a raffle result, in the computerized version an algorithm picks up random numbers to get a raffle result. Thus, for example, a player 150 starts by virtually throwing the set of dice 20. An appropriate raffle algorithm for the random decision on the raffle results may be executed either by the server 105 and communicated to the players 150 or by the smartphone 135 of the active player 150 and communicated to the server 105 and from the server 105 to the other smartphones 135.

Consequently, the active player 150 executes additional playing actions by interaction with her/his smartphone 135, touching a screen 180, for example. The smartphone 135 may check the legality of the actions and interact with the active player 150 to let her/him know in case of illegal action. In addition, or instead, data on the playing actions is delivered to the server 105 which perform complementary check of the legality of the actions and interacts with the smartphones 135 regarding illegal play actions as needed.

Server 105 measures time elapsed from starting one player turn and submits alerts to the active player whenever a certain time limit is infringed. The alert may include turning certain indicators on the touch screen 180. Server 105 also monitors communications to identify a disconnected smartphone 135, and react accordingly. For example only, the server 105 fines a late or a disconnected player, and/or takes three of her/his indexed disks for distribution between other players in accordance with a raffle and the applicable playing rules.

The actions taken by the server 105 and by smartphone 135 constitute a method 200 used of server 105 and a method 300 of the smartphones 135. Methods 200 and 300 are outlined in FIGS. 5 and 6, respectively. It should be understood that in methods 300 and 400, the steps may be performed in any order or simultaneously, unless it is clear from the context that one step depends on another being performed first.

FIG. 5 presents a flow chart of a method 200 for a computerized server 105 controlling a multi-player board game played by players 150 using respective smartphones 135 which communicate with the server 105. The method 200 includes a step 205 of inviting the players 150 to use their smartphones 135 to negotiate certain parameters of a planned game session, like a number of indexed disks allocated to a player 150 in the beginning of the session. The method 200 also includes a step 210 of interacting with the smartphones 135 for controlling the negotiation, a step 215 of storing and updating a status of an active game session in the status database 120, and a step 220 of sharing content of the status with the smartphones 135.

The method 200 also includes a step 225 of signaling an invitation to play in turn to a smartphone 135 associated with a player 150, a step 230 of receiving data on player actions from a smartphone 135 associated with the player 150, and a step 235 of checking legality of player actions in accordance with score of the three regular dice 25, in accordance with a data item obtained by a raffle of the rule die 30, and in accordance with playing rules compatible with the negotiated parameters.

The method 200 also includes a step 240 of updating status of the active game session in accordance with legal player actions, a step 245 of measuring elapsed time since the signaling of an invitation to play in turn to a smartphone 135 associated with a player 150, and a step 250 of controlling the active game session according to the measured elapsed time.

The method 200 may also include a step 255 of controlling communications with the smartphones 135, a step 260 of identifying lack of communications with a smartphone 135, and a step 265 of declaring a player 150 associated with a disconnected smartphone to be out of play in accordance with pre-determined rules.

The method 200 may include the step 270 of applying a dice score algorithm and a rule die raffle. Alternatively, the method 200 include the step 275 of receiving dice score and a data item of a rule die from a smartphone 135 operated by an active player 150.

The method 200 may include a step 280 of storing parameters of a planned game session as determined in the negotiation.

The method 200 may include a step 285 of notifying smartphones 135 on illegality of previously received player actions.

Referring now to FIG. 6, it presents a flow chart of a method 300 of a computerized device or a smartphone 135 operated by a player 150 of a multi-player board game. The method 300 includes a step 305 of negotiating certain parameters of a planned game session, a step 310 of receiving a signal from the server 105 to play in turn, a step 315 of receiving an update of a status from the server 105 and a step 320 of updating the screen 180 to exhibit the status. The method also includes a step 325 of sensing player actions, a step 330 of submitting data associated with the player actions to the server 105, a step 335 of getting server notification regarding illegal player actions, and a step 340 of presenting an appropriate notification to the player 150.

Upon sensing player actions, the method 300 may include a step 345 of checking their legality, and a step 350 of interacting with the player in case they found illegal.

The method 300 may include a step 350 of applying a dice score algorithm and a rule die raffle and delivering results to the server. Alternatively, or in addition, the method 300 may include a step 355 of receiving dice score and a rule die raffle result from the server 105.

Although the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, it is intended to embrace all such alternatives, modifications and variations that fall within the spirit and broad scope of the appended claims. In particular, the present invention is not limited in any way by the described examples. 

1. A game apparatus for a multi-player board game, comprising: a. at least three sets of indexed playing elements, each set including at least three playing elements having the same index, each playing element of said at least three playing elements being substantially flat at one side and having a certain sign on one side, the certain sign being substantially the same for a majority of all said indexed playing elements; b. a game board having at least six sectors arranged sequentially, each sector including at least six sequential sites configured for receiving one or more of said indexed playing elements, the sites and elements being configured to enable moving from a first site to a second site; c. at least three dice, each having 1-6 numerals on their respective faces, the numerals determining a site for receiving an indexed playing element or a number of moves of an indexed playing element between sites; and d. at least one rule dice cube having a data item on at least five of its faces, and at least two of the data items including no numerals, wherein a data item communicating at least one playing rule.
 2. The game apparatus of claim 1 wherein each sector has one or two sites designated the same in most of the sectors, the designation communicates a certain playing rule for playing elements received in the designated site.
 3. The game apparatus of claim 2 wherein five consecutive sites separate two adjacent designated sites.
 4. The game apparatus of claim 1 wherein the apparatus includes six sets of indexed playing elements.
 5. The game apparatus of claim 4 wherein each of said six sets set includes 16 playing elements having the same index, each playing element of said 16 playing elements is substantially flat at one side and has said certain sign on one side, the certain sign being substantially the same for all said indexed playing elements.
 6. The game apparatus of claim 1 wherein the board includes six sectors each having six sites.
 7. The game apparatus of claim 1 wherein the apparatus includes three dice cubes having 1-6 numerals.
 8. The game apparatus of claim 1 wherein three dice of said at least three dice having 1-6 dots on respective faces.
 9. The game apparatus of claim 1 wherein the data items of said at least one rule die cube are different from each other, and three or more data items include no numerals.
 10. The game apparatus of claim 1 wherein the apparatus includes at least six indexed containers corresponding to said at least six sets of indexed playing elements, the containers are selected from a list which includes bags, boxes, baskets, and bowls.
 11. The game apparatus of claim 10 wherein at least six colors index said playing elements and said indexed bags.
 12. The game apparatus of claim 1 wherein said indexed playing elements are disks, and each disk has said certain sign on one of its faces.
 13. A method for a computerized server controlling a multi-player board game played by a plurality of players using a respective plurality of computerized devices communicating with the server, said board game including at least three sets of indexed playing elements, a board having at least six sectors arranged sequentially, at least three sites at each sector for receiving the indexed playing elements, at least three regular dice, and at least one rule die having at least five data items on its faces, the data items determining respective playing rules, the method comprising: a. inviting the players to use their devices to negotiate certain parameters of a planned game session, said certain parameters including at least a number of indexed playing elements allocated to a player in the beginning of said planned game session; b. interacting with the devices for controlling the negotiation between the players; c. storing and updating a status of an active game session, and sharing at least part of content of said status with the devices; d. signaling to a device that an associated player being invited to play in turn; e. receiving data on one or more player actions from a device associated with the player; f. checking legality of said one or more player actions in accordance with score of the three regular dice, in accordance with a data item obtained by a raffle of said at least one rule die, and in accordance with playing rules compatible with the negotiated parameters; g. updating status of the active game session in accordance with legal actions; and h. measuring elapsed time since said signaling of a device and controlling the active game session according to the measured elapsed time.
 14. The method of claim 13 wherein the method includes controlling communications with said computerized devices, identifying lack of communications with a certain device and declaring a player associated with a disconnected device to be out of play in accordance with pre-determined rules.
 15. The method of claim 13 wherein the method includes applying a dice score algorithm and a rule die raffle.
 16. The method of claim 13 wherein the method includes receiving dice score and a data item of a rule die from a device.
 17. The method of claim 13 wherein the method includes storing said parameters of said planned game session as determined in said negotiation.
 18. The method of claim 13 wherein the method includes notifying devices on illegality of said one or more player actions.
 19. The method of claim 13 wherein one of said certain parameters is a moving direction on the board.
 20. A method of a computerized device operated by a player of a multi-player board game, the device communicating with a central computerized server and having a screen for presenting a board having at least six sectors arranged sequentially, at least three sites at each sector for receiving indexed playing elements, and at least one item selected from a list of items including: i. at least three sets of indexed playing elements; ii. at least three regular dice; and iii. at least one rule die having at least five data items on its faces, the data items determining respective playing rule, the method comprising: a. negotiating certain parameters of a planned game session, said certain parameters including at least a number of indexed playing elements allocated to each player in the beginning of said planned game session; b. receiving a signal from the server to play in turn; c. receiving an update of a status from the server and updating the screen to exhibit said status; d. sensing one or more player actions, and submitting data associated with the sensed one or more player actions to the server; and e. getting server notification regarding illegal player actions and presenting an appropriate notification to the player.
 21. The method of claim 20 wherein the method includes applying a dice score algorithm and a rule die raffle and delivering results to the server.
 22. The method of claim 20 wherein the method includes receiving dice score and a rule die raffle result from the server.
 23. The method of claim 20 wherein upon sensing player actions, checking their legality, and interacting with the player in case they found illegal. 